System and method for rotating drop rates in a mystery box

ABSTRACT

A system and method configured to enhance gameplay between users in an online game and to provide enhanced interest in virtual goods associated with collections of virtual goods through the ability to rotate drop rates associated with these virtual goods from time to time. The system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.

FIELD OF THE DISCLOSURE

This disclosure relates to providing enhanced interest in game playparticularly with respect to purchasable virtual items wherein theproviders of online games can periodically adjust drop rates associatedwith these virtual items based on various triggers.

BACKGROUND

Online games may include the ability for players to purchase collectionsof virtual items that are typically associated with gameplay. Thesecollections may be referred to as “mystery boxes” or other names.Typically, these collections are provided in a random fashion such thata purchasing player will not know what virtual items are included in thecollection until after that player makes the purchase and “opens” thebox.

Some of the virtual items contained in the collection may be associatedwith a high value and some items may be associated with less value. Forexample, items that provide an enhanced competitive benefit in game playmay be valued significantly more than items that are non-functional suchas badges, costumes, etc. The drop rates/probabilities associated withthese items are typically random, provided that high value items in thecollection may be specifically limited in occurrence to maintain value.

In many cases when a specific collection/mystery box has been availablefor a relatively lengthy period of time, players may lose interest inthe collection/box for a number of reasons. This may be driven by thefact that players already have the items that they need, that theybelieve that the drop rates for the items they seek are too low and thusthey are unlikely to obtain them and/or for other reasons. When playerslose interest in specific mystery box offerings, there is a negativeimpact to revenue associated with these boxes even though the box andthe virtual items contained in the box may remain relevant and/orvaluable.

SUMMARY

One aspect of the disclosure relates to a system and method configuredto enhance gameplay between users in an online game including theability to rotate drop rates associated with virtual items containedwithin collections of virtual items. In some implementations, the systemand method include executing an instance of an online game, and usingthe instance of the online game to facilitate participation by the usersin the online game via a client computing devices. Facilitatingparticipation in the online game includes facilitating interactionbetween game entities associated with and/or controlled by theindividual users in the online game as well as interaction within thegaming environment.

The system and method includes the provision of functionality whichallows providers of online games to periodically rotate drop ratesassociated with mystery boxes in order to maintain and/or generateadditional interest in specific mystery boxes. As a result, it ispossible for game operators to enhance revenue opportunities associatedwith these boxes even in the case where such boxes have been availablefor a relatively lengthy period of time and/or where players would haveotherwise lost interest in specific boxes.

In some implementations, the system and method allow for anadministrator and/or an individual associated with a live operationsteam of a game provider to preset and periodically modify drop raterotations associated with groupings of virtual items such as withmystery boxes and also with specific virtual items contained withinthose groupings. Drop rates may be modified from time to time togenerate enhanced interest in mystery boxes and other groupings ofvirtual items which are made available for sale.

In exemplary implementations, the system and method provides for droprates associated with virtual items to be modified based on one or more“triggers” associated with a specific player, set of players or acrossall players of the game. When these triggers are met, the system thenmakes a change to drop rates associated with one or more virtual itemswhich are available for purchase.

In some implementations, triggers may include an individual playerpurchasing a threshold number of mystery boxes in general or anindividual purchasing a threshold number of a specific mystery box. Inother implementations, a trigger may require a player to hold athreshold number of mystery boxes in that player's virtual goodsinventory, or alternatively, hold a threshold number of a specificmystery box or set of mystery boxes in the player's virtual goodsinventory. In these cases, if the trigger is met, when the specificplayer makes a purchase of an applicable mystery box, that player willobtain a different drop rate for one or more of the virtual items in themystery box. Typically, the different drop rate will comprise anenhanced drop rate such that the player is more likely to obtain a highvalue virtual item although this is not required.

In other exemplary implementations, triggers may tie to statusassociated with all players. This may include, for example, the numberof a specific mystery box purchased over time by all players (thecurrent “spend velocity” associated with a specific mystery box). Inadditional implementations, the trigger may comprise spend velocityassociated with all available mystery boxes associated with a particularonline game. Triggers may also be tied to conditions such as overallgame revenue over time and/or overall revenue in a particular gamesector or particular category of purchasable items.

In some implementations, players and/or prospective players are notifiedof changes to drop rates associated with particular mystery boxes so asto encourage such player to purchase these mystery boxes based on, forexample, an enhanced drop rate for items desired by players. Changes todrop rates may be permanent or they may be limited in time as determinedby the game operator through the use of the system and methodology ofthe present invention.

In exemplary implementations, enhancing gameplay between usersassociated with an online game may be performed by processors executingcomputer program components. In some implementations, the system mayinclude one or more servers. The server(s) may be configured tocommunicate with one or more client computing platforms according to aclient/server architecture. The users may access the system via theclient computing platforms, for instance, to engage in game play and/orparticipate in events such as tournaments.

The server(s) may be configured to execute one or more computer programcomponents to provide one or more games to users (or players). Thecomputer program components may include one or more of a game component,a user component, an shop component, a probability item bundleactivation component, a probability adjustment component and/or othercomponents. It is noted that the client computing platforms may includeone or more computer program components that are the same as or similarto the computer program components of the server(s) to facilitateindividualized content made available to the users of online games.

The game component may be configured to execute an instance of an onlinegame, and to use the instance of the online game to facilitateparticipation by users in the online game via client computing deviceswherein the online game facilitates interactions between game entitiesassociated with and/or controlled by the individual users in the onlinegame and/or interactions between game entities and the gamingenvironment.

The user component may be configured to maintain inventories of virtualitems under the control of the users, and to store associations betweenthe users and virtual items under their control.

The shop component may be configured to effectuate presentation tousers, through a shop interface, offers to sell probability itembundles, individual ones of the probability item bundles beingassociated with sets of potential awards usable in the online game, theprobability item bundles including a first probability item bundle beingassociated with a first set of potential awards, the first set ofpotential awards including a first individual award and a secondindividual award. individual awards in the sets of potential awards maybe associated with different distribution probabilities such that thefirst individual award is associated with a first distributionprobability and the second individual award is associated with a seconddistribution probability. Additionally, purchase of probability itembundles by users may result in the addition of purchased probabilityitem bundles to inventories of the users such that responsive topurchase of the first probability item bundle by a first user, the firstprobability item bundle is added to a first inventory of virtual itemsunder the control of the first user.

The probability item bundle activation component may be configured toreceive activation requests from users for probability item bundlesunder their control, and to stochastically distribute potential awardsto the users in accordance with award probabilities associated with theindividual awards such that, in response to receiving an activationrequest from the first user for the first probability item bundlesubsequent to purchase of the first probability item bundle by the firstuser, the probability item bundle activation component is configured tostochastically select one of the individual awards from the first set ofpotential awards in accordance with the distribution probabilitiesassociated with the individual awards, and to distribute the selectedindividual award to the first inventory of virtual items under thecontrol of the first user.

The probability adjustment component may be configured to adjustdistribution probabilities associated with individual awards included insets of potential awards in a predetermined manner in response topredetermined triggering criteria being met such that, in response tothe predetermined triggering criteria being met subsequent to purchaseof the first probability item bundle by the first user, one or both ofthe first distribution probability and/or the second distributionprobability are adjusted in a predetermined manner.

One aspect of the disclosure relates to a computer-implemented methodfor enhancing gameplay between users in connection with online games,the method being implemented in a computer system that includes one ormore physical processors and storage media storing machine-readableinstructions. The method may be implemented in a computer system thatincludes one or more physical processors and storage media storingmachine-readable instructions. The method includes executing an instanceof an online game. The method further includes implementing the instanceof the online game to facilitate participation of the user in the onlinegame. The method further includes maintaining inventories of virtualitems under the control of the users, and storing associations betweenthe users and virtual items under their control.

In some implementations, the method includes effectuating presentationto users, through a shop interface, offers to sell probability itembundles, individual ones of the probability item bundles beingassociated with sets of potential awards usable in the online game, theprobability item bundles including a first probability item bundle beingassociated with a first set of potential awards, the first set ofpotential awards including a first individual award and a secondindividual award. Individual awards in the sets of potential awards areassociated with different distribution probabilities such that the firstindividual award is associated with a first distribution probability andthe second individual award is associated with a second distributionprobability, and purchase of probability item bundles by users resultsin the addition of purchased probability item bundles to inventories ofthe users such that responsive to purchase of the first probability itembundle by a first user, the first probability item bundle is added to afirst inventory of virtual items under the control of the first user.

The method of the present invention may also include receivingactivation requests from users for probability item bundles under theircontrol, and stochastically distributing potential awards to the usersin accordance with award probabilities associated with the individualawards such that, in response to receiving an activation request fromthe first user for the first probability item bundle subsequent topurchase of the first probability item bundle by the first user,stochastically selecting one of the individual awards from the first setof potential awards in accordance with the distribution probabilitiesassociated with the individual awards, and distributing the selectedindividual award to the first inventory of virtual items under thecontrol of the first user

The method of the present invention may also include adjustingdistribution probabilities associated with individual awards included insets of potential awards in a predetermined manner in response topredetermined triggering criteria being met such that, in response tothe predetermined triggering criteria being met subsequent to purchaseof the first probability item bundle being purchased by the first user,one or both of the first distribution probability and/or the seconddistribution probability are adjusted in a predetermined manner.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to provide a virtual space andproviding enhanced gameplay via adjustable and rotating drop ratesassociated with virtual goods, in accordance with one or moreimplementations; and

FIG. 2 illustrates a method of hosting a virtual space to clientcomputing devices for interaction by users, including providing enhancedgameplay via adjustable and rotating drop rates associated with virtualgoods.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide a virtual space.System 100 is only one example of a suitable computing environment andis not intended to suggest any limitation as to the scope of use orfunctionality of the features described herein. Providing the virtualspace may include hosting the virtual space over a network.

In this disclosure, a system and methodology is provided which enhancesthe online gaming experience and also provides enhanced revenueopportunities for providers of online games. According to the presentinvention, a system and methodology is provided in which drop ratesassociated with virtual items contained in mystery boxes or othercollections of virtual goods can be periodically adjusted to as tomaintain and increase interest in these collections among users and thusdrive increased revenue opportunities for game providers in connectionwith these collections of virtual goods.

Accordingly, embodiments may be configured such that the system of thepresent invention facilities the setting of triggers for adjusting droprates as well as the specific drop rate adjustments to be made when thetriggers are achieved. Various triggers may be set through which, ifsuch triggers are achieved, drop rate adjustments will be activated. Insome embodiments, the adjustment to drop rates associated with groupingsof virtual items, referenced herein as mystery boxes and/or probabilityitem bundles, is made to enhance the chance that a purchaser of themystery box will actually receive a specific virtual item. Typically,the virtual items desired by users are items which are either rare orprovide a significant benefit associated with gameplay, or both.

Embodiments may be configured such that any or all of a set of availabletriggers may be selected by an administrator or member of a liveoperations team associated with an online game and implemented alongwith one or more adjustments to drop rates. In exemplary embodiments,one such trigger may include the number of the specific mystery box(es)previously purchased by a single user. For example, a trigger may be setsuch that if a single user purchases the third instance of a specificmystery box, then the trigger would be met and a resulting change todrop rate would be activated with respect to that user's inventory ofthose instances of mystery boxes. Further with respect to this example,a desired item within the mystery box bundle may have its probability ofbeing included in any of the three boxes increased by some preset value.By way of example, prior to the purchase of the third box, theprobability of obtaining the desired item might be 5% but once the thirdbox is purchased, such probability might be increased to, for example,20% in each of the three boxes.

In other exemplary embodiments, other triggers may also and/oralternatively be used. For example, other triggers relating to aspecific user/player may be used. This may include a threshold number ofboxes in a user's virtual inventory at any point in time. The inventorythreshold may be for a specifically designated box (e.g. 6 of box “A” ina single user's inventory), for a specified set of boxes (e.g. 2 of box“A”, 3 of box “B” and 5 of box “C”) and/or for a total number of boxesof any kind (e.g. 9 total boxes of any kind in a user's inventory).

In some implementations, triggers may be tied to metrics associated withgroups of users or all users across a game platform and/or that play aspecific online game. Examples of these triggers include total number ofboxes purchased by the collective set of users (e.g. 1000 users thatplay game “A” have purchased a collective total of at least 5000 boxes),a specified set of boxes (e.g. 1000 users that play game “A” havepurchased at least 500 of box “X”, 200 of box “Y” and 100 of box “Z”) orwith respect to a specific box (e.g. 1000 users that play game “A” havepurchased at least 500 of box “X”).

In other exemplary implementations, triggers may be tied to spendvelocity with respect to one or more of a particular set of mysteryboxes (e.g. 1000 users that play game “A” have spent less than $500 onmystery boxes associated with game “A” over the past month) (e.g. 1000users that play game “A” have spent less than $500 on mystery boxesassociated with game “A” since game “A” was first made available), aparticular mystery box (e.g. 1000 users that play game “A” have spentless than $500 on mystery box “X” associated with game “A” over somepredetermined timeframe), or a particular game (e.g. 1000 users thatplay game “A” have spent more than $800 on all game associated purchasesover a predetermined timeframe). As will be recognized by one of skillin the art, many other possibilities exist for trigger selection withoutdeparting from the scope or spirit of the present invention.

In other exemplary implementations, triggers may be associated withspecified timeframes only. In this case, pre-determined adjustments todistribution probabilities for virtual items associated with mysteryboxes may be set to be applied only during specified time periods (e.g.Mondays from 11 pm EST to 1 am EST) either without regard for any of thepurchase or inventory criteria discussed above and/or in combinationwith such other triggers.

In exemplary implementations, changes to drop rates may take variousforms. For example, these changes may apply an otherwise higherdistribution rate to one or more virtual items in the applicablecollection of virtual items. As may be determined by a game operator,these changes may apply to specific collections or to all availablecollections of virtual items so long as the applicable trigger(s) is/aremet as discussed above and elsewhere herein.

By way of example, presuming the applicable trigger is met, andpresuming that a specific collection of virtual items potentiallycontains items A, B, C and D. Prior to adjustment, the probabilities ofreceiving the items might be as follows: A—30%, B—50%, C—2%, and D—75%.In this example, it may be that item C is a highly coveted item and thusthe chances for obtaining it are purposely kept low so as to maintainthe actual and/or perceived value of the item. If a trigger is met,(e.g. a player purchases the third instance of this collection), thesystem may adjust probabilities, by way of example, to A—30%, B—50%,C—10%, and D—75%. This adjustment may apply to all three of thepurchased collections or only one of the collections (e.g. thelast/third purchased collection) as determined by the game operator. Inthis example, this represents a reward to a player that has purchasedmultiple of the same collections by giving that person an increasedchance of obtaining the desired item C.

Unlimited possibilities exist for the various adjustments includingadjusting any or all of the probabilities associated with items A, B, Cand/or D either by increasing or decreasing each probability.Probabilities associated with items in collections may be adjusted forall collections (whether previously purchased and in a player'sinventory) or only for collections yet to be purchased depending uponthe determinations of the game operator so as to encourage the desiredbehavior of purchasers and potential purchasers.

In some implementations, the system and methodology of the presentinvention provide for notifying interested users of applicable triggersand/or modifications to drop rates associated with those triggers topromote purchases of these virtual items with the goal of increasinggame revenue. These messages may be automatically generated and sentfrom time to time to include when a trigger is about to be met and/or toshow progress against a trigger to further encourage desired behavior.As noted above, any adjustments to drop rates can be limited in timeregardless of the specific trigger and/or adjustments to drop ratesselected.

In some implementations, system 100 may include one or more servers 102.The server 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture. Theusers may access system 100 and/or the virtual space via clientcomputing platforms 104, for instance, to engage in one or more games.

The server(s) 102 may be configured to execute one or more computerprogram components. The computer program components may include one ormore of a game component 106, a user component 108, a shop component110, a probability item bundle activation component 112, a probabilityadjustment component 114 and/or other components. As noted, the clientcomputing platform(s) 104 may include one or more computer programcomponents that are the same as or similar to the computer programcomponents of the server(s) 102 to facilitate in-game actions.

The game component 106 may be configured to execute an instance of agame to facilitate presentation of the game to users. The game component106 may be configured to implement in-game actions in the instance ofthe game, in response to action requests for the in-game actions by theusers.

The game may be provided via a virtual space, and may include aplurality of resource types and/or maps. An instance of the virtualspace may be executed by computer components to determine views of thevirtual space. The views may then be communicated (e.g., via streaming,via object/position data, and/or other information) from server(s) 102and/or sources to client computing platforms 104 for presentation tousers. The view determined and transmitted to a given client computingplatform 104 may correspond to a location in the virtual space (e.g.,the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. One or more of theview parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer components may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements within thevirtual space to interact with the virtual space and/or each other. Theuser characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that corresponds to an individual user. The user charactermay be controlled by the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., resources of the plurality of resource types)that the user can use (e.g., by manipulation of a user character orother user-controlled element, and/or other items) to perform in-gameactions within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.Communications may be routed to and from the appropriate users throughserver(s) 102. In implementations, the game component 106 may also beconfigured to implement the delivery of promotional avatars to qualifiedplayer in connection with in-game implementation as described herein.

The user component 108 may be configured to maintain inventories ofvirtual items under the control of the users, and to store associationsbetween the users and virtual items under their control. These virtualitems may be purchased and/or otherwise awarded to the users andinventories of such items are maintained by the system of the presentinvention under the control of user component 108.

Shop component 110 may be configured to effectuate presentation tousers, through a shop interface, offers to sell probability itembundles, individual ones of the probability item bundles beingassociated with sets of potential awards usable in the online game, theprobability item bundles including a first probability item bundle beingassociated with a first set of potential awards, the first set ofpotential awards including a first individual award and a secondindividual award. These potential awards comprise virtual items whichmay be usable in one or more online games and/or have value outside ofonline gaming. In some embodiments, shop component is configured

In some embodiments, individual awards in the sets of potential awardsare associated with different distribution probabilities such that thefirst individual award is associated with a first distributionprobability and the second individual award is associated with a seconddistribution probability. In some embodiments, the purchase ofprobability item bundles by users results in the addition of purchasedprobability item bundles to inventories of the users such thatresponsive to purchase of the first probability item bundle by a firstuser, the first probability item bundle is added to a first inventory ofvirtual items under the control of the first user;

In some embodiments, probability item bundle activation component 112 isconfigured to receive activation requests from users for probabilityitem bundles under their control, and to stochastically distributepotential awards to the users in accordance with award probabilitiesassociated with the individual awards such that, in response toreceiving an activation request from the first user for the firstprobability item bundle subsequent to purchase of the first probabilityitem bundle by the first user, the probability item bundle activationcomponent is configured to stochastically select one of the individualawards from the first set of potential awards in accordance with thedistribution probabilities associated with the individual awards, and todistribute the selected individual award to the first inventory ofvirtual items under the control of the first user

In some embodiments, probability adjustment component 114 is configuredto adjust distribution probabilities associated with individual awardsincluded in sets of potential awards in a predetermined manner inresponse to predetermined triggering criteria being met such that, inresponse to the predetermined triggering criteria being met subsequentto purchase of the first probability item bundle by the first user, oneor both of the first distribution probability and/or the seconddistribution probability are adjusted in a predetermined manner.

As discussed above, when predetermined triggers are met, distributionprobabilities associated with one or more virtual items contained incollections of virtual items may be adjusted by probability adjustmentcomponent 114 as determined by game operators. Adjustments toprobabilities may apply to all items in a collection, subsets of itemsin a collection or only one item in a collection. By adjusting theprobabilities, the chance for an owner of the collection to receive theone or more items in the collection is adjusted. Typically, adjustmentwill be set to increase the probability of receiving an item or items,although it is also possible to lower probabilities of actuallyreceiving one or more virtual items as well.

Probability adjustment component 114 may function to adjustprobabilities only for items in collections which such collections havenot been previously purchased and in a player's inventory. In this case,only newly available/unpurchased collections would have probabilitiesadjusted. Alternatively, probabilities may be adjusted only forcollections which have previously purchased. As yet another example,probabilities may be adjusted for all collections, whether previouslypurchased or not yet purchased.

Various other possibilities also exist with respect to the manner inwhich probabilities may be adjusted by probability adjustment component114. For example, adjustments may only be effective for a limited periodof time. In this case, for example, an increased probability forreceiving an item in a virtual collection may only be available for 24hours from the time the trigger is met on a user by user basis.Alternatively, the increased probability may only be available through aday/time certain, such as an across the board expiration date of 11 amon June 3^(rd). In this case, for example, if the trigger is not met bythat time/day, the probability enhancement will no longer be available.Alternatively, the time deadline may apply to “activation/opening” ofthe box as opposed to the trigger time. In this case, for example, itwill be necessary for the purchaser to “open” the box and revealcontents prior to a deadline to obtain a benefit of increasedprobability even though the trigger had been previously met.

Other possibilities further exist with respect to restrictions that canbe applied to modified distribution probabilities as implemented byprobability adjustment component 114. For example, a distributionprobability increase may apply only to a limited number of purchasersnotwithstanding the trigger has been met globally and/or by theindividual purchasing player. In this case, for example, probabilityadjustment component may apply the adjustment only to the first X numberof players that meet the trigger (e.g. the first 5 players to purchasethe 4^(th) instance of box A) and/or only to the first X number ofplayers that activate/open the box (e.g. even though 10 players may havemet a trigger, only the first 5 to open the box will receive theincreased distribution probability opportunity). It is also possible fordistribution increases to be reflected as a total number of items ratherthan a percentage. For example, rather than adjusting a drop rate from,say 2% to 10%, when a specific trigger is met globally (e.g. allcollective players have purchased 500 of box A), the availability ofitem T potentially contained in box A may be increased from 2 totalavailable to 5 total available. In this case, once the second availableitem T is obtained by a player, the promotion will necessarily expire.

In some implementations, server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. The network may be a wiredor wireless network such as the Internet, an intranet, a LAN, a WAN, acellular network or another type of network. It will be understood thatthe network may be a combination of multiple different kinds of wired orwireless networks. It will be appreciated that this is not intended tobe limiting, and that the scope of this disclosure includesimplementations in which server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 116, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a netbook, a smartphone, a gamingconsole, and/or other computing platforms.

External resources 116 may include sources of information, hosts and/orproviders of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 116 may be provided by resources included in system100.

Server 102 may include electronic storage 118, one or more processors120, and/or other components. Server 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 102 in FIG. 1is not intended to be limiting. Server 102 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 102. For example,server 102 may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 118 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 118 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 118 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage118 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 118 may store software algorithms,information determined by processor 120, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server 102 to function asdescribed herein.

Processor(s) 120 is configured to provide information processingcapabilities in server 102. As such, processor 120 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 120 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 120 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 120 may represent processing functionality of aplurality of devices operating in coordination. The processor 120 may beconfigured to execute components 106, 108, 110, 112 and 114. Processor120 may be configured to execute components 106, 108, 110, 112 and 114by software; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor 120. As used herein, the term “component” mayrefer to any component or set of components that perform thefunctionality attributed to the component. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although components 106, 108, 110, 112 and114 are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor 120 includesmultiple processing units, one or more of components 106, 108, 110, 112and 114 may be implemented remotely from the other components. Thedescription of the functionality provided by the different components106, 108, 110, 112 and 114 described above is for illustrative purposes,and is not intended to be limiting, as any of components 106, 108, 110,112 and 114 may provide more or less functionality than is described.For example, one or more of components 106, 108, 110, 112 and 114 may beeliminated, and some or all of its functionality may be provided byother ones of components 106, 108, 110, 112 and 114. As another example,processor 120 may be configured to execute one or more additionalcomponents that may perform some or all of the functionality attributedbelow to one of components 106, 108, 110, 112 and 114.

FIG. 2 illustrates a method for promoting increased revenueopportunities though rotatable drop rates associated with virtual itemsusable in an online game, in accordance with one or moreimplementations. The operations of method 200 presented below areintended to be illustrative. In some embodiments, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some embodiments, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of an online game may be executed tofacilitate participation in the game by users. Operation 202 may beperformed by a game component that is the same as or similar to gamecomponent 106, in accordance with one or more implementations.

At an operation 204, inventories of virtual items under the control ofusers are maintained and associated with users which control saidvirtual items. Operation 204 may be performed by a user component thatis the same as or similar to user component 108, in accordance with oneor more implementations.

At an operation 206, users are presented with others to purchaseprobability item bundles containing sets of virtual goods. Each of thesevirtual goods may have an associated distribution probability reflectingthe likelihood of receiving the specific item when the set of virtualgoods is purchased. Operation 206 may be performed by a shop componentthat is the same as or similar to shop component 110, in accordance withone or more implementations.

At an operation 208, the system receives activation requests from usersfor probability items under their control. In addition, in connectionwith this operation, these items are distributed to the requesting usersin accordance with the probabilities associated with the items.Operation 208 may be performed by a probability item bundle activationcomponent that is the same as or similar to probability item bundleactivation component 112, in accordance with one or moreimplementations.

At an operation 210, distribution probabilities associated with virtualitems which are included in sets of virtual items are adjusted. Suchadjustment may typically be made by an administrator or member of a liveoperations teams associated with a game provider. In some embodiments,the adjustments include the setting of a trigger required to be met as acondition of the adjustment as described above. In addition, in someembodiments, the actual adjustment consists of a change to one or moredistribution probabilities associated with virtual items containedwithin collections of virtual items. Operation 210 may be performed by aprobability adjustment component that is the same as or similar toprobability adjustment component 114, in accordance with one or moreimplementations.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for facilitating chance-based in-gamevirtual item distribution of stochastically selected awards to in-gameinventories of users of an online game, the system comprising: one ormore physical computer processors configured by machine readableinstructions to: execute an instance of the online game and to implementthe instance of the online game to facilitate participation in theonline game by the users via client computing platforms; maintainin-game inventories of virtual items under the control of the users,wherein the in-game inventories include a first in-game inventory underthe control of a first user, wherein the first in-game inventoryincludes one or more instances of a first probability item bundleassociated with a first set of potential awards usable in the onlinegame, the first set of potential awards including a first individualaward and a second individual award, wherein the first individual awardis associated with a first distribution probability and the secondindividual award is associated with a second distribution probability,wherein the first distribution probability dictates the chance of thefirst probability item bundle obtaining the first individual award uponactivation by the first user, wherein the second distributionprobability dictates the chance of the first probability item bundleobtaining the second individual award upon activation by the first user,wherein the one or more instances of the first probability item bundleinclude a first instance and a second instance; receive a firstactivation request from the first user for one instance of the firstprobability item bundle; responsive to the first activation request,stochastically select one of the individual potential awards from thefirst set of potential awards in accordance with the first and seconddistribution probabilities associated with the individual potentialawards from the first set of potential awards; distribute the selectedindividual potential award to the first in-game inventory; adjust, inresponse to one or more predetermined triggering criteria being met, oneor both of the first distribution probability and/or the seconddistribution probability; receive a second activation request from thefirst user for the second instance of the first probability item bundle;responsive to the second activation request, stochastically select oneof the individual potential awards from the first set of potentialawards in accordance with the adjusted distribution probabilitiesassociated with the individual potential award from the first set ofpotential awards; and distribute the second selected individualpotential awards to the first in-game inventory.
 2. The system of claim1, wherein the one or more physical processors are further configured tofacilitate entry and/or selection of one or both of the one or morepredetermined triggering criteria and/or the first and/or seconddistribution probabilities.
 3. The system of claim 1, wherein adjustingthe first distribution probability includes increasing the firstdistribution probability.
 4. The system of claim 1, wherein the one ormore predetermined triggering criteria include a level of previouspurchases of the first probability item bundle by the first userbreaching a purchase threshold.
 5. The system of claim 1, wherein theone or more predetermined triggering criteria include a number ofpurchases within a given period of time of the first probability itembundle by a collective group of users that participate in the onlinegame.
 6. The system of claim 5, wherein adjusting the first distributionprobability to a higher probability is connected with a lower level ofpurchases.
 7. The system of claim 1, wherein the one or morepredetermined triggering criteria include a current level of inventoryof the first probability item bundle held by the first user.
 8. Thesystem of claim 7, wherein adjusting the first distribution probabilityto a higher probability is connected with a higher level of the currentlevel of inventory.
 9. The system of claim 1, wherein the one or morepredetermined triggering criteria include a spend velocity associatedwith the first probability item bundle within a given period of time bya collective group of users that participate in the online game.
 10. Thesystem of claim 9, wherein adjusting the first distribution probabilityto higher probability is connected with a lower level of spend velocity.11. The system of claim 1, further comprising a messaging componentconfigured to notify users of a change in at least one of the first andsecond distribution probabilities.
 12. The system of claim 1, whereinadjusting the first distribution probability is limited in time.
 13. Acomputer-implemented method for facilitating chance-based in-gamevirtual item distribution of stochastically selected awards to in-gameinventories of users of an online game, the method being implemented ina computer system that includes one or more processors executingcomputer program components, the method comprising: executing aninstance of the online game and implementing the instance of the onlinegame to facilitate participation in the online game by the users viaclient computing platforms; maintaining inventories of virtual itemsunder the control of the users, wherein the in-game inventories includea first in-game inventory under the control of a first user, wherein thefirst in-game inventory includes one or more instances of a firstprobability item bundle associated with a first set of potential awardsusable in the online game, the first set of potential awards including afirst individual award and a second individual award, wherein the firstindividual award is associated with a first distribution probability andthe second individual award is associated with a second distributionprobability, wherein the first distribution probability dictates thechance of the first probability item bundle obtaining the firstindividual award upon activation by the first user, wherein the seconddistribution probability dictates the chance of the first probabilityitem bundle obtaining the second individual award upon activation by thefirst user, wherein the one or more instances of the first probabilityitem bundle include a first instance and a second instance; receiving afirst activation request from the first user for one instance of thefirst probability item bundle; responsive to the first activationrequest, stochastically selecting one of the individual potential awardsfrom the first set of potential awards in accordance with the first andsecond distribution probabilities associated with the individualpotential awards from the first set of potential awards; distributingthe selected individual potential award to the first in-game inventory;adjusting, in response to one or more predetermined triggering criteriabeing met, one or both of the first distribution probability and/or thesecond distribution probability; receiving a second activation requestfrom the first user for the second instance of the first probabilityitem bundle; responsive to the second activation request, stochasticallyselecting one of the individual potential awards from the first set ofpotential awards in accordance with the adjusted distributionprobabilities associated with the individual potential awards from thefirst set of potential awards; and distributing the second selectedindividual potential award to the first in-game inventory.
 14. Themethod of claim 13, further comprising facilitating entry and/orselection of one or both of the one or more predetermined triggeringcriteria and/or the first and/or second distribution probabilities. 15.The method of claim 13, wherein adjusting the first distributionprobability includes increasing the first distribution probability. 16.The method of claim 13, wherein the one or more predetermined triggeringcriteria include a level of previous purchases of the first probabilityitem bundle by the first user breaching a purchase threshold.
 17. Themethod of claim 13, wherein the one or more predetermined triggeringcriteria include a number of purchases within a given period of time ofthe first probability item bundle by a collective group of users thatparticipate in the online game.
 18. The method of claim 17, adjustingthe first distribution probability to a higher probability is connectedwith a lower level of purchases.
 19. The method of claim 13, wherein theone or more predetermined triggering criteria include a current level ofinventory of the first probability item bundle held by the first user.20. The method of claim 19, wherein adjusting the first distributionprobability to a higher probability is connected with a higher level ofthe current level of inventory.
 21. The method of claim 13, wherein theone or more predetermined triggering criteria include a spend velocityassociated with the first probability item bundle within a given periodof time by a collective group of users that participate in the onlinegame.
 22. The method of claim 21, wherein adjusting the firstdistribution probability to higher probability is connected with a lowerlevel of spend velocity.
 23. The method of claim 13, further comprisingnotifying users of a change in at least one of the first and seconddistribution probabilities.
 24. The method of claim 23, whereinadjusting the first distribution probability is limited in time.